First it certainly feels like forever since the last update, longer than the actual time. This is a good thing I guess, it means I look forward to seeing them.

Now I will be honest; I didn't dislike #19, but didn't think #19 was as good as updates before it. I think it's because though I find how Josh get's to where he's going interesting, the time we get to see his stuff is limited. This means I would rather see the results and not how he gets to his results.

This of course means the last half of #20 wasn't as appealing to me as much as the first half. Still interesting, but again, I would rather see more of the results of the last two months, not how he's going to get to the results of the next two.

The UI shows a bunch of new polish, this is great. The more limit theory looks like a game and less like a work in progress the better. I really don't like the spinning circle thing in the middle. If it makes it to the final it will be the first thing I turn off. I actually found I was getting a weird stress headache trying to look at it. I'm not sure if it actually has any function. I also find the space flecks effect too strong still. Other than that, visually it's looking great.

We didn't get to see much of the actual game play this month. Most of it was Josh clicking on stuff and showing the same menus over and over. Don't get me wrong, I'm glad this part of the game is shaping up, I just would have liked to have seen some other aspects of the game also. The colony personality trait thing was nice to see. It's actually the first time we have seen the traits that will govern the AI.

I am assuming there is a ton more Josh has done but isn't showing us. The problem with showing how quickly new things can be added, is that some people will ask themselves, "Well, if it's that easy, where is all the other stuff you have been doing?". Again, I am going with the assumption that there is just a bunch of stuff where not shown. I hope anyways.

Overall if I had to rate this update out of 10 it would get a 7.5, not bad over all.

Awesome. Well done Josh. It is a pity you feel stress from certain elements of the community sometimes with relation to producing these videos, shame on them for that. The game is looking really good. I back your stance to step back a bit to create LTSL in order to move forward quicker and your demonstration of this in action adding those scanner signatures - I am going to have to go back and watch that bit again as I couldn't believe my eyes at the first viewing, simply incredible.

One thing I've seen in the Youtube comments and in comments here on the forums is minor complaints about the UI and what it looks like and what the function of things are.. I think people missed the point of the update in that what it was really about is that everything, every last little tiny itty bitty thing you saw as part of the interface can now be EASILY changed, on the fly. I think that is really the point of the UI segment and other segments of the update.. how easily it can all be changed and modded to suit the tastes of EVERY ONE. Normally you can't please all of the people, all of the time but with LTSL you basically can..

I found myself agreeing with Josh's moment where he really appreciated the "whole procedural universe thing" at 7 mins 45 secs.

I even whimpered wishing I could play it now - which to me, is a great motive for Josh to keep doing what he's doing.

Now I know what my exploring will entail:
- finding out the racial aspects of every colony until I find that perfect colony to settle down and setup my mining empire
- then work on researching better engines (like that ship which Josh couldn't shoot at, 18 mins 18 secs)

Possible suggestions:
- A *ship* lock window that shows the orientation of the targeted ship in relation to your own
(said tiny ship at 18 mins, Josh spent some time tracking to find out where it was)
(this could be automatic based on where the target reticle is pointing when multiple targets are selected)